Spring Potential Energy: Difference between revisions

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===A Computational Model===
===A Computational Model===
An oscillating spring can be modeled by the following:
An oscillating spring can be modeled by the following:
from __future__ import division                 
from __future__ import division                 
from visual import *
from visual import *
Line 36: Line 37:
scene.center = vector(0,-Lo,0)   
scene.center = vector(0,-Lo,0)   
while t < 10:           
while t < 10:           
    rate(1000)     
rate(1000)     
    L_vector = (mag(ball.pos) - Lo)* ball.pos.norm()
L_vector = (mag(ball.pos) - Lo)* ball.pos.norm()
    Fspring = -ks * L_vector
Fspring = -ks * L_vector
    Fgrav = vector(0,-mball * g,0)
Fgrav = vector(0,-mball * g,0)
    Fnet = Fspring + Fgrav
Fnet = Fspring + Fgrav
    ball.p = ball.p + Fnet * deltat
ball.p = ball.p + Fnet * deltat
    ball.pos = ball.pos + (ball.p/mball) * deltat
ball.pos = ball.pos + (ball.p/mball) * deltat
    spring.axis = ball.pos-ceiling.pos   
spring.axis = ball.pos-ceiling.pos   
    t = t + deltat
t = t + deltat
    
    



Revision as of 22:59, 4 December 2015

Work in progress by scarswell3 This topic covers Gravitational Potential Energy.

The Main Idea

Elastic Potential Energy is the energy stored in elastic materials due to their deformation. Often this refers to the stretching or compressing of a spring.

A Mathematical Model

The formula for Ideal Spring Energy is

Us=12kss2 where: ks= spring constant s2= stretch measured from the equilibrium point;

A Computational Model

An oscillating spring can be modeled by the following:

from __future__ import division from visual import * from visual.graph import * scene.width=600 scene.height = 760 g = 9.8 mball = .2 Lo = 0.3 ks = 12 deltat = 1e-3 t = 0 ceiling = box(pos=(0,0,0), size = (0.5, 0.01, 0.2)) ball = sphere(pos=(0,-0.3,0), radius=0.025, color=color.yellow) spring = helix(pos=ceiling.pos, color=color.green, thickness=.005, coils=10, radius=0.01) spring.axis = ball.pos - ceiling.pos vball = vector(0.02,0,0) ball.p = mball*vball scene.autoscale = 0 scene.center = vector(0,-Lo,0) while t < 10: rate(1000) L_vector = (mag(ball.pos) - Lo)* ball.pos.norm() Fspring = -ks * L_vector Fgrav = vector(0,-mball * g,0) Fnet = Fspring + Fgrav ball.p = ball.p + Fnet * deltat ball.pos = ball.pos + (ball.p/mball) * deltat spring.axis = ball.pos-ceiling.pos t = t + deltat


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